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2300014: cargo_box_4 | |||||
2300016: cargo_box_6 | |||||
2300018: cargo_box_7 | |||||
2300020: cargo_box_8 | |||||
2300022: cargo_box_9 | |||||
2300024: dump_container1 | |||||
2300026: dump_container2 | |||||
2300028: dump_container3 | |||||
2300030: dump_container4 | |||||
2300032: frame_pole1 | |||||
2300034: frame_pole2 | |||||
2300036: frame_pole3 | |||||
2300038: frame_pole4 | |||||
2300040: frame_pole6 | |||||
2300042: frame_pole7 | |||||
2300044: metal_beam1 | |||||
2300046: metal_beam2 | |||||
2300048: metal_beam3 | |||||
2300050: pCube20 | |||||
2300052: pCube21 | |||||
2300054: pCube22 | |||||
2300056: pCube23 | |||||
2300058: pCube24 | |||||
2300060: pCube25 | |||||
2300062: pCube26 | |||||
2300064: pCube27 | |||||
2300066: pCube28 | |||||
2300068: pCube29 | |||||
2300070: pCube30 | |||||
2300072: pCube31 | |||||
2300074: pile_small1 | |||||
2300076: pipe_014 | |||||
2300078: pipe_015 | |||||
2300080: pipe_016 | |||||
2300082: pipe_large1 | |||||
2300084: pipe_large2 | |||||
2300086: pipe_large3 | |||||
2300088: plank1 | |||||
2300090: plank2 | |||||
2300092: plank3 | |||||
2300094: plank4 | |||||
2300096: plank5 | |||||
2300098: plank6 | |||||
2300100: plank7 | |||||
2300102: plank8 | |||||
2300104: plank9 | |||||
2300106: pPlane1 | |||||
2300108: pPyramid2 | |||||
2300110: pPyramid3 | |||||
2300112: pPyramid5 | |||||
2300114: pPyramid6 | |||||
2300116: pPyramid7 | |||||
2300118: scaffold_A10 | |||||
2300120: scaffold_A11 | |||||
2300122: scaffold_A12 | |||||
2300124: scaffold_A13 | |||||
2300126: scaffold_A14 | |||||
2300128: scaffold_A15 | |||||
2300130: scaffold_A16 | |||||
2300132: scaffold_A17 | |||||
2300134: scaffold_A20 | |||||
2300136: scaffold_A21 | |||||
2300138: scaffold_A22 | |||||
2300140: scaffold_A23 | |||||
2300142: scaffold_A24 | |||||
2300144: scaffold_C13 | |||||
2300146: scaffold_C3 | |||||
2300148: scaffold_C5 | |||||
2300150: scaffold_C6 | |||||
2300152: scaffold_D1 | |||||
2300154: scaffold_D2 | |||||
2300156: silo1 | |||||
2300158: silo2 | |||||
2300160: silo3 | |||||
3300000: cargo_box_10 | |||||
3300002: cargo_box_11 | |||||
3300004: cargo_box_12 | |||||
3300006: cargo_box_13 | |||||
3300008: cargo_box_14 | |||||
3300010: cargo_box_15 | |||||
3300012: cargo_box_3 | |||||
3300014: cargo_box_4 | |||||
3300016: cargo_box_6 | |||||
3300018: cargo_box_7 | |||||
3300020: cargo_box_8 | |||||
3300022: cargo_box_9 | |||||
3300024: dump_container1 | |||||
3300026: dump_container2 | |||||
3300028: dump_container3 | |||||
3300030: dump_container4 | |||||
3300032: frame_pole1 | |||||
3300034: frame_pole2 | |||||
3300036: frame_pole3 | |||||
3300038: frame_pole4 | |||||
3300040: frame_pole6 | |||||
3300042: frame_pole7 | |||||
3300044: metal_beam1 | |||||
3300046: metal_beam2 | |||||
3300048: metal_beam3 | |||||
3300050: pCube20 | |||||
3300052: pCube21 | |||||
3300054: pCube22 | |||||
3300056: pCube23 | |||||
3300058: pCube24 | |||||
3300060: pCube25 | |||||
3300062: pCube26 | |||||
3300064: pCube27 | |||||
3300066: pCube28 | |||||
3300068: pCube29 | |||||
3300070: pCube30 | |||||
3300072: pCube31 | |||||
3300074: pile_small1 | |||||
3300076: pipe_014 | |||||
3300078: pipe_015 | |||||
3300080: pipe_016 | |||||
3300082: pipe_large1 | |||||
3300084: pipe_large2 | |||||
3300086: pipe_large3 | |||||
3300088: plank1 | |||||
3300090: plank2 | |||||
3300092: plank3 | |||||
3300094: plank4 | |||||
3300096: plank5 | |||||
3300098: plank6 | |||||
3300100: plank7 | |||||
3300102: plank8 | |||||
3300104: plank9 | |||||
3300106: pPlane1 | |||||
3300108: pPyramid2 | |||||
3300110: pPyramid3 | |||||
3300112: pPyramid5 | |||||
3300114: pPyramid6 | |||||
3300116: pPyramid7 | |||||
3300118: scaffold_A10 | |||||
3300120: scaffold_A11 | |||||
3300122: scaffold_A12 | |||||
3300124: scaffold_A13 | |||||
3300126: scaffold_A14 | |||||
3300128: scaffold_A15 | |||||
3300130: scaffold_A16 | |||||
3300132: scaffold_A17 | |||||
3300134: scaffold_A20 | |||||
3300136: scaffold_A21 | |||||
3300138: scaffold_A22 | |||||
3300140: scaffold_A23 | |||||
3300142: scaffold_A24 | |||||
3300144: scaffold_C13 | |||||
3300146: scaffold_C3 | |||||
3300148: scaffold_C5 | |||||
3300150: scaffold_C6 | |||||
3300152: scaffold_D1 | |||||
3300154: scaffold_D2 | |||||
3300156: silo1 | |||||
3300158: silo2 | |||||
3300160: silo3 | |||||
4300000: scaffold_C5 | |||||
4300002: scaffold_C6 | |||||
4300004: pPlane1 | |||||
4300006: scaffold_A10 | |||||
4300008: scaffold_A11 | |||||
4300010: scaffold_A12 | |||||
4300012: scaffold_A13 | |||||
4300014: scaffold_A14 | |||||
4300016: scaffold_A15 | |||||
4300018: scaffold_A16 | |||||
4300020: scaffold_A17 | |||||
4300022: scaffold_C3 | |||||
4300024: scaffold_C13 | |||||
4300026: scaffold_A20 | |||||
4300028: scaffold_A21 | |||||
4300030: pCube20 | |||||
4300032: pCube21 | |||||
4300034: cargo_box_3 | |||||
4300036: scaffold_A22 | |||||
4300038: cargo_box_4 | |||||
4300040: frame_pole1 | |||||
4300042: pipe_large1 | |||||
4300044: pipe_large2 | |||||
4300046: pipe_014 | |||||
4300048: pipe_015 | |||||
4300050: pipe_016 | |||||
4300052: pCube22 | |||||
4300054: pCube23 | |||||
4300056: pCube24 | |||||
4300058: pCube25 | |||||
4300060: pCube26 | |||||
4300062: pCube27 | |||||
4300064: pCube28 | |||||
4300066: pCube29 | |||||
4300068: pCube30 | |||||
4300070: cargo_box_6 | |||||
4300072: cargo_box_7 | |||||
4300074: frame_pole2 | |||||
4300076: frame_pole3 | |||||
4300078: frame_pole4 | |||||
4300080: scaffold_A23 | |||||
4300082: scaffold_A24 | |||||
4300084: silo1 | |||||
4300086: silo2 | |||||
4300088: silo3 | |||||
4300090: cargo_box_8 | |||||
4300092: cargo_box_9 | |||||
4300094: cargo_box_10 | |||||
4300096: cargo_box_11 | |||||
4300098: cargo_box_12 | |||||
4300100: cargo_box_13 | |||||
4300102: cargo_box_14 | |||||
4300104: pipe_large3 | |||||
4300106: frame_pole6 | |||||
4300108: frame_pole7 | |||||
4300110: dump_container1 | |||||
4300112: dump_container2 | |||||
4300114: dump_container3 | |||||
4300116: dump_container4 | |||||
4300118: plank1 | |||||
4300120: metal_beam1 | |||||
4300122: pile_small1 | |||||
4300124: metal_beam2 | |||||
4300126: metal_beam3 | |||||
4300128: plank2 | |||||
4300130: plank3 | |||||
4300132: plank4 | |||||
4300134: plank5 | |||||
4300136: plank6 | |||||
4300138: plank7 | |||||
4300140: plank8 | |||||
4300142: plank9 | |||||
4300144: pPyramid2 | |||||
4300146: pPyramid3 | |||||
4300148: pPyramid5 | |||||
4300150: pPyramid6 | |||||
4300152: pPyramid7 | |||||
4300154: cargo_box_15 | |||||
4300156: scaffold_D1 | |||||
4300158: scaffold_D2 | |||||
4300160: pCube31 | |||||
9500000: //RootNode | |||||
materials: | |||||
importMaterials: 1 | |||||
materialName: 0 | |||||
materialSearch: 1 | |||||
animations: | |||||
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bakeSimulation: 0 | |||||
optimizeGameObjects: 0 | |||||
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animationImportErrors: | |||||
animationImportWarnings: | |||||
animationRetargetingWarnings: | |||||
animationDoRetargetingWarnings: 0 | |||||
animationCompression: 1 | |||||
animationRotationError: .5 | |||||
animationPositionError: .5 | |||||
animationScaleError: .5 | |||||
animationWrapMode: 0 | |||||
extraExposedTransformPaths: [] | |||||
clipAnimations: [] | |||||
isReadable: 1 | |||||
meshes: | |||||
lODScreenPercentages: [] | |||||
globalScale: 1 | |||||
meshCompression: 0 | |||||
addColliders: 0 | |||||
importBlendShapes: 1 | |||||
swapUVChannels: 0 | |||||
generateSecondaryUV: 0 | |||||
useFileUnits: 1 | |||||
optimizeMeshForGPU: 1 | |||||
keepQuads: 0 | |||||
weldVertices: 1 | |||||
secondaryUVAngleDistortion: 8 | |||||
secondaryUVAreaDistortion: 15.000001 | |||||
secondaryUVHardAngle: 88 | |||||
secondaryUVPackMargin: 4 | |||||
useFileScale: 1 | |||||
tangentSpace: | |||||
normalSmoothAngle: 60 | |||||
splitTangentsAcrossUV: 1 | |||||
normalImportMode: 0 | |||||
tangentImportMode: 1 | |||||
importAnimation: 1 | |||||
copyAvatar: 0 | |||||
humanDescription: | |||||
human: [] | |||||
skeleton: [] | |||||
armTwist: .5 | |||||
foreArmTwist: .5 | |||||
upperLegTwist: .5 | |||||
legTwist: .5 | |||||
armStretch: .0500000007 | |||||
legStretch: .0500000007 | |||||
feetSpacing: 0 | |||||
rootMotionBoneName: | |||||
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animationType: 2 | |||||
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using UnityEngine; | |||||
using System.Collections; | |||||
public class fpsCounter : MonoBehaviour | |||||
{ | |||||
float deltaTime = 0.0f; | |||||
void Update() | |||||
{ | |||||
deltaTime += (Time.deltaTime - deltaTime) * 0.1f; | |||||
} | |||||
void OnGUI() | |||||
{ | |||||
int w = Screen.width, h = Screen.height; | |||||
GUIStyle style = new GUIStyle(); | |||||
Rect rect = new Rect(0, 0, w, h * 2 / 100); | |||||
style.alignment = TextAnchor.UpperLeft; | |||||
style.fontSize = h * 2 / 100; | |||||
style.normal.textColor = new Color (0.0f, 0.0f, 0.5f, 1.0f); | |||||
float msec = deltaTime * 1000.0f; | |||||
float fps = 1.0f / deltaTime; | |||||
string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps); | |||||
GUI.Label(rect, text, style); | |||||
} | |||||
} |
@ -0,0 +1,12 @@ | |||||
fileFormatVersion: 2 | |||||
guid: 9eca940fbae3d084ba0304271339bfd2 | |||||
timeCreated: 1440729523 | |||||
licenseType: Free | |||||
MonoImporter: | |||||
serializedVersion: 2 | |||||
defaultReferences: [] | |||||
executionOrder: 0 | |||||
icon: {instanceID: 0} | |||||
userData: | |||||
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assetBundleVariant: |
@ -0,0 +1,63 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
using System.Collections.Generic; | |||||
public class gravityWell : MonoBehaviour { | |||||
public float wellMass; | |||||
public int gravConstPow; | |||||
public GameObject[] targets; | |||||
//public float minDistance; | |||||
//public float bufferZone; | |||||
//public float bufferDampner; | |||||
public float clampVelo; | |||||
public float maxVelo; | |||||
public float moveSpeed; | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
// Update is called once per frame | |||||
void FixedUpdate () { | |||||
foreach (GameObject target in targets) { | |||||
/*target.rigidbody.AddForce( calcGrav (target)); | |||||
target.rigidbody.velocity = Vector3.ClampMagnitude(target.rigidbody.velocity, clampVelo); | |||||
Debug.Log(target.rigidbody.velocity.magnitude);*/ | |||||
float step = moveSpeed * Time.deltaTime; | |||||
target.transform.position = Vector3.MoveTowards(target.transform.position,transform.position, step); | |||||
} | |||||
} | |||||
private Vector3 calcGrav(GameObject target){ | |||||
double GRAVCONSTANT = 6.673f * Mathf.Pow (10, gravConstPow); | |||||
Vector3 distance = this.transform.position - target.transform.position; | |||||
float mag = distance.magnitude; | |||||
distance /= mag; | |||||
float gravityForce = (target.GetComponent<Rigidbody>().mass * wellMass * (float)GRAVCONSTANT) / (mag * mag); | |||||
//if (minDistance > mag) | |||||
// return (Vector3.zero); | |||||
//else if (bufferZone > mag) | |||||
// return (-(distance * gravityForce)/bufferDampner); | |||||
//else | |||||
Debug.Log ((distance * gravityForce).magnitude); | |||||
if ((distance * gravityForce).magnitude > maxVelo) | |||||
return (Vector3.zero); | |||||
else | |||||
return (distance * gravityForce); | |||||
} | |||||
} |
@ -0,0 +1,8 @@ | |||||
fileFormatVersion: 2 | |||||
guid: ea015774211757243bee096ab3c9f26c | |||||
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serializedVersion: 2 | |||||
defaultReferences: [] | |||||
executionOrder: 0 | |||||
icon: {instanceID: 0} | |||||
userData: |
@ -0,0 +1,203 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
using UnityEngine.UI; | |||||
public class magnetGun : MonoBehaviour { | |||||
public Camera camera; | |||||
public GameObject crossHair; | |||||
public thirdPersonController playerController; | |||||
public string L_TRIGGER_INPUT; | |||||
public string R_TRIGGER_INPUT; | |||||
public string L_BUTTON_INPUT; | |||||
public string R_BUTTON_INPUT; | |||||
private bool L_Trigger_Down; | |||||
public bool topScreen = true; | |||||
private float playerScreen = 2; | |||||
public GameObject gravityWell; | |||||
private Collider GravityTarget; | |||||
private Vector3 rayHitPoint; | |||||
public float objectSpeed; | |||||
public float magnetRange = 20; | |||||
public float maxPullSpeed = 30; | |||||
public float rotateSpeed; | |||||
public float minDistance = 3.0f; | |||||
// Use this for initialization | |||||
void Start () { | |||||
if (topScreen) | |||||
playerScreen = 2; | |||||
else | |||||
playerScreen = -1; | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
float triggerL = Input.GetAxis(L_TRIGGER_INPUT); | |||||
float triggerR = Input.GetAxis (R_TRIGGER_INPUT); | |||||
Collider target = testItem (); | |||||
crossHair.GetComponent<RawImage> ().color = Color.white; | |||||
if (target != null){ | |||||
if (target.GetComponent<Collider>().tag == "moveable"){ | |||||
Debug.Log("Moveable Item"); | |||||
crossHair.GetComponent<RawImage>().color = Color.red; | |||||
} | |||||
} | |||||
if (triggerL > 0) { | |||||
if (!L_Trigger_Down) { | |||||
pickUpItem (target); | |||||
L_Trigger_Down = true; | |||||
} | |||||
} else { | |||||
L_Trigger_Down = false; | |||||
dropItem(GravityTarget); | |||||
} | |||||
moveItem (GravityTarget); | |||||
pullItem (triggerR); | |||||
rotateInput (GravityTarget); | |||||
cameraRotateTest (GravityTarget); | |||||
} | |||||
private Collider testItem(){ | |||||
RaycastHit hit; | |||||
//Vector3 rayDirection = camera.transform.rotation * Vector3.forward; | |||||
Ray ray = camera.ScreenPointToRay(new Vector3(Screen.width/2, Screen.height/2 + (Screen.height/6 * playerScreen), 0)); | |||||
Debug.DrawRay (ray.origin, ray.direction*magnetRange, Color.green); | |||||
if (Physics.Raycast (ray, out hit, magnetRange)) { | |||||
if (hit.collider.tag == "moveable"){ | |||||
Debug.DrawRay (ray.origin,ray.direction*magnetRange, Color.red); | |||||
rayHitPoint = hit.point; | |||||
} | |||||
} | |||||
return hit.collider; | |||||
} | |||||
private void pickUpItem(Collider item){ | |||||
if (item != null) { | |||||
if (item.tag == "moveable"){ | |||||
item.attachedRigidbody.useGravity = false; | |||||
item.attachedRigidbody.drag = 3.0f; | |||||
item.attachedRigidbody.constraints = RigidbodyConstraints.FreezeRotation; | |||||
gravityWell.transform.position = rayHitPoint; | |||||
GravityTarget = item; | |||||
playerController.movementSpeed = 200.0f; | |||||
if (!topScreen){ | |||||
playerController.cameraSpeedX = 0.0f; | |||||
playerController.cameraSpeedY = 0.0f; | |||||
} | |||||
} | |||||
} | |||||
} | |||||
private void moveItem(Collider item){ | |||||
if (item != null) { | |||||
float step = objectSpeed * Time.deltaTime; | |||||
Vector3 direction = gravityWell.transform.position - item.transform.position; | |||||
direction = Vector3.ClampMagnitude(direction,1.0f); | |||||
item.attachedRigidbody.AddForce(direction * objectSpeed * Time.deltaTime); | |||||
} | |||||
} | |||||
private void dropItem(Collider item){ | |||||
if (item != null) { | |||||
item.attachedRigidbody.useGravity = true; | |||||
item.attachedRigidbody.drag = 0.0f; | |||||
item.attachedRigidbody.constraints = RigidbodyConstraints.None; | |||||
if(topScreen) | |||||
item.attachedRigidbody.velocity = Vector3.ClampMagnitude (item.attachedRigidbody.velocity, 5); | |||||
GravityTarget = null; | |||||
playerController.movementSpeed = 1000.0f; | |||||
playerController.cameraSpeedX = 250.0f; | |||||
playerController.cameraSpeedY = 120.0f; | |||||
} | |||||
} | |||||
private void pullItem(float speed){ | |||||
float step = maxPullSpeed * speed * Time.deltaTime; | |||||
Vector3 maxPull; | |||||
maxPull = camera.transform.position + (camera.transform.rotation * Vector3.forward); | |||||
if (Vector3.Distance (gravityWell.transform.position, camera.transform.position) > minDistance || maxPullSpeed<1) { | |||||
gravityWell.transform.position = Vector3.MoveTowards (gravityWell.transform.position, maxPull, step); | |||||
if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > magnetRange) && !topScreen) | |||||
dropItem (GravityTarget); | |||||
} | |||||
} | |||||
private void rotateInput(Collider item){ | |||||
if (item != null) { | |||||
if (Input.GetButtonDown(L_BUTTON_INPUT)) | |||||
StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f)); | |||||
if (Input.GetButtonDown(R_BUTTON_INPUT)) | |||||
StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f)); | |||||
} | |||||
} | |||||
IEnumerator rotateItem (Collider item, Vector3 byAngles, float inTime){ | |||||
Quaternion startAngle = item.transform.rotation; | |||||
Quaternion endAngle = Quaternion.Euler (item.transform.eulerAngles + byAngles); | |||||
for (float i = 0; i < 1; i+=Time.deltaTime/inTime) { | |||||
item.transform.rotation = Quaternion.Lerp(startAngle,endAngle,i); | |||||
yield return null; | |||||
} | |||||
} | |||||
public void cameraRotateTest(Collider item){ | |||||
if (item != null) { | |||||
Debug.Log ("distance test: " + Vector3.Distance (gravityWell.transform.position, camera.transform.position)); | |||||
if (Vector3.Distance (gravityWell.transform.position, camera.transform.position) <= minDistance) { | |||||
playerController.cameraSpeedX = 250.0f; | |||||
playerController.cameraSpeedY = 120.0f; | |||||
} else { | |||||
playerController.cameraSpeedX = 0.0f; | |||||
playerController.cameraSpeedY = 0.0f; | |||||
} | |||||
} | |||||
} | |||||
} |
@ -0,0 +1,8 @@ | |||||
fileFormatVersion: 2 | |||||
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using UnityEngine; | |||||
using System.Collections; | |||||
using UnityEngine.UI; | |||||
public class sceneController : MonoBehaviour { | |||||
public GameObject player1; | |||||
public GameObject player2; | |||||
public Camera cameraPlayer1; | |||||
public Camera cameraPlayer2; | |||||
public GameObject playerPointer; | |||||
public float screenAnimationTime; | |||||
private thirdPersonController movementP1; | |||||
private thirdPersonController movementP2; | |||||
private string playerSwapInput = "playerSwap"; | |||||
// Use this for initialization | |||||
void Start () { | |||||
movementP1 = player1.GetComponent<thirdPersonController> (); | |||||
movementP2 = player2.GetComponent<thirdPersonController> (); | |||||
movementP2.enabled = false; | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
swapCharacters (); | |||||
pointAtOther (); | |||||
} | |||||
private void swapCharacters(){ | |||||
Camera newCamera; | |||||
Camera oldCamera; | |||||
if (Input.GetButtonDown(playerSwapInput)) { | |||||
Debug.Log("swappy Swap"); | |||||
movementP1.enabled = !movementP1.enabled; | |||||
movementP2.enabled = !movementP2.enabled; | |||||
if (movementP1.enabled){ | |||||
newCamera = cameraPlayer1; | |||||
oldCamera = cameraPlayer2; | |||||
}else{ | |||||
newCamera = cameraPlayer2; | |||||
oldCamera = cameraPlayer1; | |||||
} | |||||
newCamera.depth = 0; | |||||
oldCamera.depth = 1; | |||||
StartCoroutine(swapCameras (newCamera, oldCamera, screenAnimationTime)); | |||||
//newCamera.rect = new Rect (0.0f,0.0f,1.0f,1.0f); | |||||
//oldCamera.rect = new Rect (0.84f, 0.74f, 0.155f, 0.25f); | |||||
} | |||||
} | |||||
private void pointAtOther(){ | |||||
Transform target; | |||||
Camera curCamera; | |||||
if (movementP1.enabled) { | |||||
target = player2.transform; | |||||
curCamera = cameraPlayer1; | |||||
} else { | |||||
target = player1.transform; | |||||
curCamera = cameraPlayer2; | |||||
} | |||||
Vector3 screenPos = curCamera.WorldToViewportPoint(target.position); | |||||
Vector3 guiPos; | |||||
//Debug.Log (screenPos); | |||||
if (screenPos.x >= 0.0f && screenPos.x <= 1.0f && screenPos.y >= 0.0f && screenPos.y <= 1.0f) { | |||||
guiPos = new Vector3 (screenPos.x * Screen.width, screenPos.y * Screen.height, 0.0f); | |||||
playerPointer.transform.position = guiPos; | |||||
return; // Object center is visible | |||||
} | |||||
//Debug.Log (screenPos); | |||||
if (Mathf.Abs(screenPos.x-0.5f) > Mathf.Abs(screenPos.y-0.5f)) { | |||||
screenPos.y = Mathf.Abs((screenPos.y)); | |||||
if (screenPos.x > 0.0f) | |||||
screenPos.x = 1.0f; | |||||
else | |||||
screenPos.x = 0.0f; | |||||
} else { | |||||
screenPos.x = Mathf.Abs((screenPos.x)); | |||||
if (screenPos.y > 0.0f) | |||||
screenPos.y = 1.0f; | |||||
else | |||||
screenPos.y = 0.0f; | |||||
} | |||||
guiPos = new Vector3 (screenPos.x * Screen.width, screenPos.y * Screen.height, 0.0f); | |||||
//guiPos.x = Mathf.Clamp (guiPos.x, 0.0f, Screen.width); | |||||
//guiPos.y = Mathf.Clamp (guiPos.y, 0.0f, Screen.height); | |||||
playerPointer.transform.position = guiPos; | |||||
} | |||||
IEnumerator swapCameras (Camera newCamera, Camera oldCamera, float inTime){ | |||||
Rect tempNewRect = newCamera.rect; | |||||
Rect tempOldRect = oldCamera.rect; | |||||
for (float i = 0; i < 1; i+=Time.deltaTime/inTime) { | |||||
tempNewRect.x = Mathf.Lerp (0.84f, 0.0f, i); | |||||
tempNewRect.y = Mathf.Lerp (0.74f, 0.0f, i); | |||||
tempNewRect.width = Mathf.Lerp (0.155f, 1.0f, i); | |||||
tempNewRect.height = Mathf.Lerp (0.25f, 1.0f, i); | |||||
tempOldRect.x = Mathf.Lerp (0.0f, 0.84f, i); | |||||
tempOldRect.y = Mathf.Lerp (0.0f, 0.74f, i); | |||||
tempOldRect.width = Mathf.Lerp (1.0f, 0.155f, i); | |||||
tempOldRect.height = Mathf.Lerp (1.0f, 0.25f, i); | |||||
newCamera.rect = tempNewRect; | |||||
oldCamera.rect = tempOldRect; | |||||
yield return null; | |||||
} | |||||
Debug.Log ("new rect: " + tempNewRect); | |||||
newCamera.rect = new Rect (0.0f,0.0f,1.0f,1.0f); | |||||
oldCamera.rect = new Rect (0.84f, 0.74f, 0.155f, 0.25f); | |||||
} | |||||
} |
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guid: 8dbe01f686a754044bce5d3f885f0e9a | |||||
timeCreated: 1440331323 | |||||
licenseType: Free | |||||
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using UnityEngine; | |||||
using System.Collections; | |||||
public class thirdPersonController : MonoBehaviour { | |||||
public string CAMERA_INPUT_X; | |||||
public string CAMERA_INPUT_Y; | |||||
public string MOVEMENT_INPUT_X; | |||||
public string MOVEMENT_INPUT_Y; | |||||
public string JUMP_INPUT; | |||||
public Camera camera; | |||||
public GameObject cameraCentre; | |||||
public float cameraSpeedX = 250.0f; | |||||
public float cameraSpeedY = 120.0f; | |||||
public float cameraDistance = 10.0f; | |||||
public float movementSpeed; | |||||
public float jumpHeight; | |||||
private float cameraX; | |||||
private float cameraY; | |||||
private float movementX; | |||||
private float movementY; | |||||
// Use this for initialization | |||||
void Start () { | |||||
cameraX = camera.transform.eulerAngles.x; | |||||
cameraY = camera.transform.eulerAngles.y; | |||||
} | |||||
void FixedUpdate(){ | |||||
movementX = Input.GetAxis (MOVEMENT_INPUT_X); | |||||
movementY = Input.GetAxis (MOVEMENT_INPUT_Y); | |||||
Vector3 velocity = new Vector3 (movementX, 0.0f, movementY)* movementSpeed * Time.deltaTime; | |||||
//Debug.Log (velocity); | |||||
velocity = Quaternion.Euler (0.0f,camera.transform.rotation.eulerAngles.y, 0.0f) * velocity; | |||||
GetComponent<Rigidbody>().AddForce (velocity); | |||||
//if (velocity != Vector3.zero) | |||||
transform.rotation = Quaternion.Euler(new Vector3 (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f)); | |||||
if (Physics.Raycast (transform.position, -Vector3.up, 1.3f)) { | |||||
//print ("Raycast succeeded"); | |||||
if (Input.GetButtonDown (JUMP_INPUT)) { | |||||
GetComponent<Rigidbody>().AddRelativeForce (0, jumpHeight, 0); | |||||
} | |||||
} | |||||
} | |||||
// Update is called once per frame | |||||
void LateUpdate () { | |||||
cameraX += Input.GetAxis(CAMERA_INPUT_X) * cameraSpeedX * 0.02f; | |||||
cameraY += Input.GetAxis(CAMERA_INPUT_Y) * cameraSpeedY * 0.02f; | |||||
Quaternion cameraRotation = Quaternion.Euler (cameraY, cameraX, 0.0f); | |||||
Vector3 cameraPosition = cameraRotation * new Vector3(0.0f, 0.0f, -cameraDistance) + cameraCentre.transform.position; | |||||
camera.transform.rotation = cameraRotation; | |||||
camera.transform.position = cameraPosition; | |||||
} | |||||
} |
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Shader "Toon/Basic" { | |||||
Properties { | |||||
_Color ("Main Color", Color) = (.5,.5,.5,1) | |||||
_MainTex ("Base (RGB)", 2D) = "white" {} | |||||
_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } | |||||
} | |||||
SubShader { | |||||
Tags { "RenderType"="Opaque" } | |||||
Pass { | |||||
Name "BASE" | |||||
Cull Off | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#pragma multi_compile_fog | |||||
#include "UnityCG.cginc" | |||||
sampler2D _MainTex; | |||||
samplerCUBE _ToonShade; | |||||
float4 _MainTex_ST; | |||||
float4 _Color; | |||||
struct appdata { | |||||
float4 vertex : POSITION; | |||||
float2 texcoord : TEXCOORD0; | |||||
float3 normal : NORMAL; | |||||
}; | |||||
struct v2f { | |||||
float4 pos : SV_POSITION; | |||||
float2 texcoord : TEXCOORD0; | |||||
float3 cubenormal : TEXCOORD1; | |||||
UNITY_FOG_COORDS(2) | |||||
}; | |||||
v2f vert (appdata v) | |||||
{ | |||||
v2f o; | |||||
o.pos = mul (UNITY_MATRIX_MVP, v.vertex); | |||||
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | |||||
o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); | |||||
UNITY_TRANSFER_FOG(o,o.pos); | |||||
return o; | |||||
} | |||||
fixed4 frag (v2f i) : SV_Target | |||||
{ | |||||
fixed4 col = _Color * tex2D(_MainTex, i.texcoord); | |||||
fixed4 cube = texCUBE(_ToonShade, i.cubenormal); | |||||
fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a); | |||||
UNITY_APPLY_FOG(i.fogCoord, c); | |||||
return c; | |||||
} | |||||
ENDCG | |||||
} | |||||
} | |||||
Fallback "VertexLit" | |||||
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Shader "Toon/Basic Outline" { | |||||
Properties { | |||||
_Color ("Main Color", Color) = (.5,.5,.5,1) | |||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1) | |||||
_Outline ("Outline width", Range (.002, 0.03)) = .005 | |||||
_MainTex ("Base (RGB)", 2D) = "white" { } | |||||
_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } | |||||
} | |||||
CGINCLUDE | |||||
#include "UnityCG.cginc" | |||||
struct appdata { | |||||
float4 vertex : POSITION; | |||||
float3 normal : NORMAL; | |||||
}; | |||||
struct v2f { | |||||
float4 pos : SV_POSITION; | |||||
UNITY_FOG_COORDS(0) | |||||
fixed4 color : COLOR; | |||||
}; | |||||
uniform float _Outline; | |||||
uniform float4 _OutlineColor; | |||||
v2f vert(appdata v) { | |||||
v2f o; | |||||
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |||||
float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal)); | |||||
float2 offset = TransformViewToProjection(norm.xy); | |||||
o.pos.xy += offset * o.pos.z * _Outline; | |||||
o.color = _OutlineColor; | |||||
UNITY_TRANSFER_FOG(o,o.pos); | |||||
return o; | |||||
} | |||||
ENDCG | |||||
SubShader { | |||||
Tags { "RenderType"="Opaque" } | |||||
UsePass "Toon/Basic/BASE" | |||||
Pass { | |||||
Name "OUTLINE" | |||||
Tags { "LightMode" = "Always" } | |||||
Cull Front | |||||
ZWrite On | |||||
ColorMask RGB | |||||
Blend SrcAlpha OneMinusSrcAlpha | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#pragma multi_compile_fog | |||||
fixed4 frag(v2f i) : SV_Target | |||||
{ | |||||
UNITY_APPLY_FOG(i.fogCoord, i.color); | |||||
return i.color; | |||||
} | |||||
ENDCG | |||||
} | |||||
} | |||||
Fallback "Toon/Basic" | |||||
} |
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Shader "Toon/Lit" { | |||||
Properties { | |||||
_Color ("Main Color", Color) = (0.5,0.5,0.5,1) | |||||
_MainTex ("Base (RGB)", 2D) = "white" {} | |||||
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} | |||||
} | |||||
SubShader { | |||||
Tags { "RenderType"="Opaque" } | |||||
LOD 200 | |||||
CGPROGRAM | |||||
#pragma surface surf ToonRamp | |||||
sampler2D _Ramp; | |||||
// custom lighting function that uses a texture ramp based | |||||
// on angle between light direction and normal | |||||
#pragma lighting ToonRamp exclude_path:prepass | |||||
inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) | |||||
{ | |||||
#ifndef USING_DIRECTIONAL_LIGHT | |||||
lightDir = normalize(lightDir); | |||||
#endif | |||||
half d = dot (s.Normal, lightDir)*0.5 + 0.5; | |||||
half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; | |||||
half4 c; | |||||
c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2); | |||||
c.a = 0; | |||||
return c; | |||||
} | |||||
sampler2D _MainTex; | |||||
float4 _Color; | |||||
struct Input { | |||||
float2 uv_MainTex : TEXCOORD0; | |||||
}; | |||||
void surf (Input IN, inout SurfaceOutput o) { | |||||
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; | |||||
o.Albedo = c.rgb; | |||||
o.Alpha = c.a; | |||||
} | |||||
ENDCG | |||||
} | |||||
Fallback "Diffuse" | |||||
} |
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Shader "Toon/Lit Outline" { | |||||
Properties { | |||||
_Color ("Main Color", Color) = (0.5,0.5,0.5,1) | |||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1) | |||||
_Outline ("Outline width", Range (.002, 0.03)) = .005 | |||||
_MainTex ("Base (RGB)", 2D) = "white" {} | |||||
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} | |||||
} | |||||
SubShader { | |||||
Tags { "RenderType"="Opaque" } | |||||
UsePass "Toon/Lit/FORWARD" | |||||
UsePass "Toon/Basic Outline/OUTLINE" | |||||
} | |||||
Fallback "Toon/Lit" | |||||
} |
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borderMipMap: 0 | |||||
mipMapFadeDistanceStart: 2 | |||||
mipMapFadeDistanceEnd: 3 | |||||
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externalNormalMap: 0 | |||||
heightScale: .25 | |||||
normalMapFilter: 0 | |||||
isReadable: 0 | |||||
grayScaleToAlpha: 0 | |||||
generateCubemap: 1 | |||||
cubemapConvolution: 0 | |||||
cubemapConvolutionSteps: 8 | |||||
cubemapConvolutionExponent: 1.5 | |||||
seamlessCubemap: 0 | |||||
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compressionQuality: 50 | |||||
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spritePivot: {x: .5, y: .5} | |||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0} | |||||
spritePixelsToUnits: 100 | |||||
alphaIsTransparency: 0 | |||||
textureType: -1 | |||||
buildTargetSettings: [] | |||||
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mipMapFadeDistanceStart: 2 | |||||
mipMapFadeDistanceEnd: 3 | |||||
bumpmap: | |||||
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heightScale: .25 | |||||
normalMapFilter: 0 | |||||
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grayScaleToAlpha: 0 | |||||
generateCubemap: 0 | |||||
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cubemapConvolutionExponent: 1.5 | |||||
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var target : Transform; | |||||
var distance = 10.0; | |||||
var xSpeed = 250.0; | |||||
var ySpeed = 120.0; | |||||
var yMinLimit = -20; | |||||
var yMaxLimit = 80; | |||||
private var x = 0.0; | |||||
private var y = 0.0; | |||||
@script AddComponentMenu("Camera-Control/Mouse Orbit") | |||||
function Start () { | |||||
var angles = transform.eulerAngles; | |||||
x = angles.y; | |||||
y = angles.x; | |||||
// Make the rigid body not change rotation | |||||
if (GetComponent.<Rigidbody>()) | |||||
GetComponent.<Rigidbody>().freezeRotation = true; | |||||
} | |||||
function LateUpdate () { | |||||
if (target) { | |||||
x += Input.GetAxis("Mouse X") * xSpeed * 0.02; | |||||
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02; | |||||
y = ClampAngle(y, yMinLimit, yMaxLimit); | |||||
var rotation = Quaternion.Euler(y, x, 0); | |||||
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position; | |||||
transform.rotation = rotation; | |||||
transform.position = position; | |||||
} | |||||
} | |||||
static function ClampAngle (angle : float, min : float, max : float) { | |||||
if (angle < -360) | |||||
angle += 360; | |||||
if (angle > 360) | |||||
angle -= 360; | |||||
return Mathf.Clamp (angle, min, max); | |||||
} |
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//------------------------------------------------------------------------------ | |||||
// <auto-generated> | |||||
// This code was generated by a tool. | |||||
// Runtime Version:4.0.30319.34014 | |||||
// | |||||
// Changes to this file may cause incorrect behavior and will be lost if | |||||
// the code is regenerated. | |||||
// </auto-generated> | |||||
//------------------------------------------------------------------------------ | |||||
using System; | |||||
namespace AssemblyCSharp | |||||
{ | |||||
public class itemdefinition | |||||
{ | |||||
public itemdefinition () | |||||
{ | |||||
} | |||||
} | |||||
} | |||||
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m_EditorVersion: 5.1.2f1 | |||||
m_StandardAssetsVersion: 0 |